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Made in us
Fixture of Dakka






Akron, OH

Looking for some tweaking, I haven't got much more in the way of models, just some more Dryads, 5 Glade Riders and Drycha.

Treeman Ancient @ 425 Pts
-An Annoyance of Netlings
-A Murder of Spites
-A Pageant of Shrikes
-A Cluster of Radiants

Wood Elf Noble @ 154 Pts
-Alter Kindred; Hand Weapon; Longbow; Light Armour; Shield
-The Bow of Loren
-Talisman of Protection

Wood Elf Noble @ 129 Pts
-Hand Weapon; Longbow; Light Armour; Shield
-The Spear of Twilight
-The Helm of the Hunt

Spellsinger @ 175 Pts
-Level 2 Upgrade
-Calaingor's Stave
-Arcane Bodkins

11 Dryads @ 156 Pts
-Branch Nymph

7 Glade Guard Scouts @ 156 Pts
-Standard Bearer Std
- Saemrath - the Banner of the Zenith

14 Glade Guard @ 168 Pts

5 Tree Kin @ 410 Pts
-Causes Fear; Flammable; Scaly Skin, Tree Kin Elder

14 Eternal Guard @ 260 Pts
-Musician Mus; Standard Bearer Std, Eternal
1 Faoghir - the Banner of Dwindling

14 Eternal Guard @ 210 Pts
-Musician Mus; Standard Bearer Std, Eternal

2243/2250

-Emily Whitehouse| On The Lamb Games
 
   
Made in us
[MOD]
Madrak Ironhide







Wow, seems like a lot of character points. With this force you'll be running with a small
force and with very few redirectors. The Scouts with the banner won't be able to march
block everything on their own, and soon enough they'll end up being sacrificed to eat
a charge your blocks can't stand. I hope you can make the Saemrath banner work with
the Scouts. I usually end up having to sacrifice my Scouts to a charge or frenzied unit or something.

I think you want to try to fit in that second unit of Dryads and the Glade Riders. Two units
of 8 Dryads might serve you better than 1 unit 11. I prefer units of 10-12, but I still
field more than 1. With 8 I usually end up taking too many casualties on the way into
combat.

But shots fired at your Dryads takes shots away from your really lightly armored Eternal
Guard and Glade Guard.

I can't comment on the rest. I haven't tried to run an army like this. Let me know how it goes!

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"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Hunting Glade Guard





Mississippi

Eternal guard and a treeman are the only two things I haven't played with so the base style is really different from what I am used to.

I'd ditch one of the characters and pop in the glade riders. The fast cav really gives a punch and lets you move a lot. As for the Spellsinger giving it the bodkins, I'd consider starfire arrows, for the same points you get to cause panic which can prove useful as hell.

This lists is really dependent on every unit being able to serve its exact purpose with really no allotment for sacrifice, and when it comes down to it, woodelves are pretty much held together with sticks and twigs theres a lot of sacrifice involved, you really can't stand up to much combat with them, and you seem to be in full frontal attack mode. But in saying that if you do get in and kick ass super fast you have a chance.

I'd like to hear how it works out. It's definitely a different take.

   
Made in au
Regular Dakkanaut




I´d change the wizard to a LV1 with 2 scrolls. the other items aren´t worth the points.

put a battle standard in and a second treeman. with the eternal guard (which i don´t use much but they are stuborn with a noble from memory).

you can save points by turning the glade guard into a unit of 10, dropping the scouts and turning the treekin into a unit of 4 (5 is overkill). you need to get another core unit then so drop the dryads down to 8 and put in a unit of glade riders.

hopefully you will have enough points for that (get rid of treekin eldar if you need some more points).

that will make it a very hard to break army although a bit fragile

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Made in jp
Average Orc Boy





Kona, HI

The list looks fun but I worry that it is a bit too 'on the fence'

You have mostly close combat units so the glade guard seem a bit tacked on.
I know you have to take them to get the scouts but the scouts also feel a bit
out of place. The main reason to have them and the banner is to slow them while
you blast away, but that is a lot of points to slow down dudes so that they can
be shot at by only one unit of Glade guard. I would drop the guard and the scouts
and pick up some more Dryads.

Although I am pretty new to them and haven't played any games with that large
a force.

"They just told me to wing it and that it would be cool, but obviously it is not"
"You can't have everything is! Nothing isn't!"
 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Malfred’s comments (and most of other folks') are spot-on. You’ve spent a ton of points on characters, but most of them have pretty bad equipment. Also, all of your units except your Eternal Guard are basically at suboptimal sizes. This means that a lot of points have been invested for a less than great return. If you’re playing with similarly-inexperienced friends, this is not too big a deal, and if you’re all building lists with a similar lack of knowledge, it’s not horrible. If, on the other hand, you are playing with more experienced people, or your friends are consulting the internet, or if they just luck into better builds, you are in trouble.

The Ancient is fine. Very powerful. You don’t need all of those upgrades, but they’re all useful. The Radiants and the Netlings are the most important ones, if you were to be trimming points.

The Bow of Loren is a fun item, but really only of use against T3 unarmored stuff. Which means usually enemy elves, or Fast Cav. It’s okay, but on average dice you’re still only looking at around 1 killed model per turn. Is that what you want an 154pt model spending his time on? The only really GOOD build with the Bow is on a Lord, combined with the Arcane Bodkins, so you can kill knights. For an Alter Noble, you’re much better off using a Great Weapon, plus any combination of Helm of the Hunt, Hail of Doom Arrow, Amber Pendent and/or 3+ Ward Save item. The Briarsheath isn’t bad either.

The other noble is kind of silly. The Spear of Twilight doesn’t give you +1 Strength unless you’re mounted. If he were on an elvensteed, he’d be much better.

The Spellsinger is almost a complete waste of points. At L2 with no other spell support, it will practically never successfully cast a spell. Arcane Bodkins average ½ a hit, ½ a wound = .25 dead enemy models (assuming T3 targets, long range and no other penalties) each turn. It gets worse if your targets have higher toughness. So in your average game, you are probably spending those points to kill around 1 enemy model. Starfire Arrows have similarly poor percentages, but that one kill at least will force a Panic test, which can have a huge impact against an enemy army with average or poor Ld. It can be fun, though the odds are still against it doing anything major in most games. I love Calaingor’s Staff, but again, with the wizard being the only mage in your army, he will virtually never get a spell through, so having an item which enhances those spells hardly does you any good. If you don’t intend to buy multiple mages, just make your single mage L1 with two Dispel Scrolls. If you actually want a magic phase, take 2-3 L2s, or (probably better) 1 or 2 L2s along with an L3 or L4 wizard in place of the Ancient. But that’d be a substantially different army.

11 Dryads are not needed. Good sizes are 8-10, and the champion is a waste of points unless you’re putting attaching a Branchwraith to the unit. You’d be much better off trimming a few points elsewhere and just taking two units of 8.

Scouts are overpriced at the best of times, but can make useful charge redirectors, since they’re Skirmishers who can Flee from a charge, unlike Wardancers or Dryads. Have you read the main rulebook FAQ, specifically the clarifications on Skirmishers Fleeing from a Charge? Until you’ve read this, understood it, and put it to use to your advantage, you are not a good Warhammer player. And more specifically, without use of those rules, Scouts will pretty much always be an expensive waste of time. 10 Glade Guard would be much better. Once you do learn to use the scouts, you’ll find that 5 with no upgrades gets you all the effect you really need, and the 71 extra points you’re spending will rarely find use. That said, the banner CAN work if you can reliably expect good-sized woods on the table. If you can, it’s a fun little trick, and not a total waste. Just mostly a waste, because a single Great Eagle can marchblock more reliably for 1/3rd the cost.

14 Glade Guard are unwieldy and excessive. 10-12 work great.

5 Treekin are harder to wheel, unless you’re putting one or two of the models in the back rank. It’s actually not a bad idea to put one model in the back rank- if you get flanked, you have two models capable of attacking back instead of just one. I think 4 models is a better unit size, though. You can choose to go 4 wide against an opponent who you think is very unlikely to flank you, or 3 wide with 1 in the back most of the time.

The EG are pretty good. But they really need a BSB to be reliable. The entire point of Stubborn is to be an Anvil that refuses to break and sticks the enemy in place while you flank with a smashy unit like Wardancers, Treekin, Treeman, Wild Riders, or even just Dryads. But on Ld8, there’s roughly a 1/3rd chance they’ll still break. That’s just too big a risk. You need to take a BSB to make this build work.

That’s the final, and most critical piece of the puzzle for this list. You have three Anvils in this army- the ancient and the two EG blocks. Right now you only have the Treeman, the Treekin, and a single unit of Dryads for Hammers. To my mind that’s not quite enough hammers, but the bigger issue is that without the BSB, your anvils can’t reliably do their jobs. You need to turn one of those Nobles above into a BSB, preferably with 3+ Ward Save item or taking the Annoyance from your big Tree, so he can survive in combat.

This message was edited 1 time. Last update was at 2009/05/04 17:45:30


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